I've had a burst of inspiration about the Chaos Mutations/Rewards/Detriments recently (after a long bout of ignoring them) and am adding entries again. I know Primarch keeps saying that everything looks good, but I'd really like some feedback on these. I keep feeling that there must be some holes and/or problems with these that I'm just not seeing, and would like to have several people look at them, pick them apart, and see if they are reasonable.
Even if you are not planning on playing with these yourself, please look through them to see if you would mind playing against someone who was using them.
I've changed a few wordings in Tier 1, but no serious changes, so not posting that again just now. Primarily replacing "unit" with either "model" or "formation" as appropriate.
I have also added the following general note to the beginning of my list: Many of the Mutations and Rewards below refer to Hit Location. Any time this reference comes up, it means one specific location box on the hit location template, not one damage chart. To be more specific, legal choices would include: The lowest right-leg Leg location from the Right side; or the Reactor from the Rear; or the left side Carapace Weapon mount from the Front (on a Warlord). Only the specific chosen box is affected, not other boxes for the same thing from different directions. _________________________
Tier 2
Mutations
1. Additional Head (This Titan gains another Head. Either choose or roll for location: _ _ 1. To the left of the first Head. _ _ 2. To the right of the first Head. _ _ 3. Above the first Head. _ _ 4. Below the first Head. _ _ 5. Behind the first Head. _ _ 6. On the opposite side of the Titan. The Head gained is a completely normal Head for that class of Titan. Any Mutation or Reward gained from this point forward that changes a Head may affect any one Head that the Titan has at the owner's preference, but once chosen the choice is permanent. Results 1 through 4 and 6 above will require reworking the hit location template to reflect the new configuration. Result 5 means that the new Head cannot be targeted until the older Head is destroyed. Crew survive if any Head location(s) survive the battle, and the result of "crashes to the ground as a result of explosions" result only happens if all Head locations are destroyed. This may be gained any number of times.)
2. Carapace Point Defense Fields (Select three hit locations, one of which must be a Carapace location. These three locations each improve their armor save value by one point and gain a Fixed Save of 6+. The Fixed Saves are lost any time that the Titan's Void Shields are turned off, but are regained if the shields are restored. This may be gained any number of times. Each additional time the Titan gains one more location covered.)
3. Magi (Gains Combat Leader ability, a Psychic Blast (25cm, 1 attack, 3+, -2), and the Titan's Psychic Save improves by 1 point. Psychic Blast is not connected to the/a head.)
4. Morphic Hardpoint (Select one hardpoint for this to apply to. Once selected, this may not be changed. The weapon attached to this Hardpoint may change into other weapons. Select a number of additional weapons equal to the number of Honors this Titan has. When a new Honor is gained, a new weapon is selected and paid for. These additional weapon options do increase the cost of the Titan by the cost of the weapons selected. All selected weapons must be legal for that class of Titan and Hardpoint. During each Orders Phase the player selects one weapon from the list for that Hardpoint to use for that turn. Any hit location results of 'damaged' or 'destroyed' count on a weapon by weapon basis, and a weapon with either of these results may be changed to another next turn. The damaged or destroyed weapon may not be used again during that battle, but may be repaired before the next battle. If an active weapon suffers the 'blown off' result, the Hardpoint may not change on the next turn, but may change on the one following. If a selected weapon is a single shot weapon (Barrage Missile Launcher, Vortex Missile, etc) and that weapon is used, the Hardpoint may not change until the second turn after (same as the blown off result). This may be gained multiple times. Each time, the Titan may either A: add another legal weapon to it's list, or B: replace one weapon on the list for a weapon that is normally not allowed on that class of Titan or is from another Faction's Titan weapons. As random examples: a Warhound could exchange any weapon on it's list for a Plasma Destructor or a Barrage Missile Launcher; a Warlord could exchange for an Eldar Distortion Cannon or a Tyranid Bio-Cannon.)
5. Resistance (roll on chart; all incoming attacks of that type have their TSM reduced by one. This includes affecting Shields. This may be gained any number of times.) _ _ 1. Barrages: any weapon type that uses a template _ _ 2. Laser: any weapon with Laser in the name & a few others, such as Volcano Cannon. _ _ 3. Melta: includes all Fire & Flame based weapons, except Plasma _ _ 4. Physical Psychic effects _ _ 5. Plasma. _ _ 6. Shells: all weapons that fire solid projectiles
6. Regeneration (Once per battle, during an end phase, may instantly repair any one damaged or destroyed carapace, leg, or weapon location. This may be used on a "blown off" location, but not until the End Phase of the turn following the one when the damage happened. This may be gained any number of times, each time gaining an additional use per battle.)
Khorne Rewards
1. Blood Rage * (This Titan gains Hatred any time that it comes within 25cm of: _ A: a formation that has lost one or more models; _ B: a model with Wounds that has lost one or more wounds; _ C: a model with a hit location template that has one or more locations that are damaged or destroyed. _ This Hatred only applies to the specific formation(s) that meet the requirements above. While the Titan's orders do not change, it must behave as defined by Hatred. These bonuses (and the associated penalties) stack with other Hatred bonuses.)
2. Collar of Khorne (Gains a Psychic Save of 2+. Against Psychic effects that normally don't allow a save, it can make one at 6+.)
3. Fearsome Visage (Head gains a few features. These add to existing Head features. The Titan's CAF gains +3. It may re-roll one failed CC die per turn (cumulative with Crew Skills). Causes Fear within 25cm. This is checked for all valid targets at the beginning of this Titan's Combat Phase. This may be gained multiple times. Each subsequent time, the target's Morale save for the Fear is worsened by one point.)
4. Feral * (The Titan's primitive personality takes on a stronger role, and it physically changes to be more animal-like. Move is increased by 5cm. The Head gains a CC weapon if it does not already have one. This increases the Titan's CAF by +2, and an additional +2 for every other CC weapon it has. If this Titan activates when foes are within Charge range and the player does not want it to Charge, the player must roll 4+ on D6 otherwise the Titan MUST Charge into CC. The player may select exactly which foe(s) to Charge in any event. All ranged attacks made by this Titan are at -1 to hit.)
5. Hardened Armor (This Titan may improve the save value of any four different hit locations by one point each. This may be gained any number of times, each time affecting four different locations.)
6. Player Choice. May select any one Mutation or Khorne Reward of this tier.
Nurgle Rewards
1. Breath of Nurgle (This Titan gains a Physical Psychic attack usable once per turn. It spits forth a foul mix of vomit, leeches, maggots, rotted flesh, and other foulness. Use the large teardrop template and place it touching the Titan anywhere in the front 180 arc. Any model under the template is destroyed on a 4+ (ignoring modifiers for cover) with no saving throw. Even models with a fixed save may not save. If this affects a Titan or Praetorian, it loses one shield or takes one hit with a -1 TSM.)
2. Horrific Stench * (This Titan has a warp-enhanced stench that can overpower Nurgle's foes. This stench affects all models within 25cm of the certerpoint of the Titan. All non-Nurgle models (Nurgle models include: Daemons, Daemon Engines, Death Guard, Plague Marine, Chaos Spawn, Defiler, Shambler, Magi, any model with a Mark of Nurgle, and any Titan with a Nurgle Reward), including allies, suffer -1 to hit, -2 to CAF and make all Morale checks at a one point penalty, unless it passes a Psychic Save. All Nurgle models within this area automatically pass any Morale check they may be required to make. This stench even persists after the Titan is destroyed.)
3. Magi (Gains the abilities of a Nurgle Magi)
4. Massive * (This Titan gains significant amounts of mass to it's body. This is partly additional armor plating and partly daemonic flesh, in a perpetually rotting state. This Titan may improve the Save values of any four Carapace or Leg locations by one point each. CAF increases by +3. Move is reduced by 5cm.)
5. Plague Bearer, Lesser (Any model with a hit location template that engages this Titan (willingly or not) in Close Combat must make a save for it's Head/Bridge location in the End Phase of that turn. Failing the save means that this model takes a -2 penalty to all ranged to hit rolls for the remainder of this battle.)
6. Player Choice. May select any one Mutation or Nurgle Reward of this tier.
Slaanesh Rewards
1. Daemonette Head * (The Titan's Head is enhanced with the power of Slaanesh. This is an ethereal psychic power that may be activated during the Combat Phase and any effects last until that turn's End Phase. All non-Slaanesh models (Slaanesh models include: Slaanesh Daemons, Daemon Engines, Emperor's Children, Noise Marine, Beast Rider, Magi, Defiler, Hell Knight/Scourge/Strider, Questor, Subjugator, any model with a Mark of Slaanesh, and any Titan with a Slaanesh Reward) within 25cm (including allies) lose one close combat die (rolls 1d6 instead of 2d6) unless a Psychic Save is made. This ability is lost for that battle if that Head is destroyed.)
2. Lashing Tongue (The Titan's Head is augmented with an overly long and powerful tongue. When the Titan wins a close combat, it may choose to hit with the tongue instead, which acts in all ways as a Power Fist.)
3. Magi (Gains the abilities of a Slaanesh Magi)
4. Sensuous Legs * (The armor plating on this Titan's legs is replaced with a layer of silky-smooth Daemonic flesh. All Leg locations on this Titan worsen their Save by one point. The Titan gains Agile: May make any number of turns while moving. Increase the Titan's Move by 10cm.)
5. Soporific Cloud. Once per turn during the Combat Phase, this Titan may place a Barrage template anywhere it can see within 15cm. Any models touched by or within the cloud lose their actions for this turn unless they can make a Psychic Save. The template blocks LOS as if it was solid. This template remains until the End Phase, when it is removed.
6. Player Choice. May select any one Mutation or Slaanesh Reward of this tier.
Tzeentch Rewards
1. Invisibility (Once per battle this Titan may choose to become Invisible. This choice is made during the Orders Phase. No model may Snap Fire at this Titan when it moves while Invisible, and the Titan may not be targeted by any attack until this Titan attacks, with two exceptions. _ A. Models with Sniper roll as if this Titan were an HQ model. _ B. If this Titan was targeted with Markerlights before it became Invisible, then roll a D6 for each model marking the Titan: on a 5+ that model is able to maintain contact with the Titan. If even one model is able to maintain contact, the Titan remains marked and may be attacked at a -2 to hit. If the Titan does not attack, this effect is removed in the End Phase. This Reward may be gained multiple times. Each time, the Titan gains one additional use per battle.)
2. Levitation (This Titan may make Pop-Up attacks as if it was a Skimmer. Note that this Reward does not make the Titan a Skimmer.)
3. Magi (Gains the abilities of a Tzeentch Magi)
4. Magical Weapon * (One of this Titan's weapons becomes powered by magic/psychic forces rather than conventional physics. Randomly determine one weapon system on the Titan, and change that weapon's stats as follows. _ _ Ranged: Range is reduced by 25cm (minimum of 10cm), To Hit improves by one point, TSM improves by one point, gains Penetrating +1 (or improves an existing Penetrating by +1), and if the target makes a Psychic Save it ignores all effects from this weapon for that turn. _ _ Close Combat: counts as a Psychic attack, TSM improves by one point, gains Penetrating +1 (or improves an existing Penetrating by +1), and if the target makes a Psychic Save it ignores all effects from this weapon for that turn. This Reward may be gained multiple times. Each time, another weapon system on the Titan is affected. If the alternate Plasma rules are in play, this weapon requires no Plasma to utilize.)
5. Ray of Change (The Head location gains a Physcial Psychic Power. This is usable if the Head is damaged but is lost when that Head is destroyed. The Ray may target any Infantry, Cavalry, Walker, Vehicle, Light or Heavy Artillery (Knight, Super Heavy, Praetorian, and Titan models cannot be affected) within 50cm with 4 attacks at a TSM of -2. As with all weapons with multiple attacks, different targets may be selected, but for the Ray all models targeted in the same activation must be within 10cm of at least one other target. Any target that fails it's save is transformed into a Pink Horror. If the Pink Horror(s) survive to the next turn, they may be given orders and controlled normally by the player who controls this Titan. All Pink Horrors created in the same activation are considered to be in a Formation, and must reestablish coherency as soon as they are able to. Pink Horrors created in this manner give no VP when destroyed or broken.)
6. Player Choice. May select any one Mutation or Tzeentch Reward of this tier.
Detrimental
1. Crew Atrophy (At the beginning of the Movement Phase and the Combat Phase roll a D6. On a 2+ the Titan may act normally for that phase. On a 1, the crew are too distracted by Chaos to be bothered with piddling "reality" and the Titan may not act in that phase. It still counts as having been activated for that phase. This roll must also be made to utilize any Crew Skill.)
2. Follower (This Titan and Crew's natural tendency to follow the lead of its allies careens out of control. At the beginning of the Orders Phase each turn, roll a D6. On a 5+ this Titan may act normally. Any other result means that it must duplicate the actions of the nearest living (or Daemon) ally within 25cm. This means that it will move in the same pattern as the nearest ally and will attack the same Formation(s) it's ally attacked and in the same way (CC or ranged). If there are no living allies within 25cm of this Titan when not acting normally, it must move until it is within 25cm of an allied living formation and may make no other actions this turn (IE it may not shoot anything, but will still defend itself if attacked in CC). If this Titan ever gains the Command ability (whether by gaining the abilities of a Daemon Prince, becoming a Greater Daemon, or any other means), the chance to act normally improves to 3+ but these restrictions still apply otherwise.)
3. Mutated MIU (This Titan's Mind Interface has been damaged by various warp-induced changes so that it does not always function properly. At the beginning of the Orders Phase, roll D6. On a 2+ the Titan may act normally. On a 1, roll on the following chart to determine it's Orders for this turn: _ _ 1: No Orders, may not act at all. Will still defend itself in CC. _ _ 2: No Orders, will not move but may fire as if on Advance. _ _ 3: Fall Back Orders. _ _ 4: Advance Orders. _ _ 5: Charge Orders. _ _ 6: First Fire Orders.
4. Stiff Motion (This Titan's reaction time is reduced due to Chaos warpings of its workings. This has two effects. First, it may not make Snap Fire attacks. Second, if it decides to change direction during its move, its move is reduced by 5cm. It does not take this loss if all direction changes are made either before or after all movement.)
5. Upgrade Atrophy (Randomly determine one Upgrade for this to apply to at the beginning of each battle. During the Orders Phase for each turn, roll a D6. On a 3+ you gain the benefit of that Upgrade as normal for this turn.)
6. Warp Instability (Due to increasing connections to Warp energies, this Titan's connection to reality has grown unstable. At the beginning of every Orders Phase, roll a D6. On a 6 the Titan slips into the Warp for that turn, reappearing in the exact location it left at the end of that turn's End Phase. If the Titan's old location is now occupied by a Knight, Super Heavy, Praetorian, Titan, or other impenetrable effect (Vortex template, etc) this Titan instead reappears in the closest unoccupied location in which it can fit. If the location is occupied by any lighter model, those models are considered destroyed. No time has passed as far as the Titan is concerned.)
_________________ Net Epic Coordinator
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